Monday, September 24, 2018

Flash Animation Project

CHARACTER
First develop a character. This could be a self-portrait animation, but the character is not to be you exactly, just an adaptation of you. Maybe an animated instrument, or paintbrush that has your personality or some characteristics that resemble you. You could be a toaster, or a light bulb, or a cat...

THE STORY
One story condition: your character/self is to be confronted with a challenging decision. Make the consequences obvious and the decision difficult. The conclusion will be the following through on the choice and the consequences of that choice.

BRAINSTORM your character(s), scene, props, mood, movement, and the story.

STORYBOARD
Include the following in your storyboard:
  1. Character(s)
  2. Background(s) Use more than one scene.
  3. Strong narrative: establish space and character(s), create a conflict, and then resolve.
  4. Include at least 3 perspectives (variety in the frame, use different angles, change the distance to subject, POV or point of view)
  5. Use a Cut-Away- where you switch your frame to draw attention to something and/or lapse time more rapidly.
For your animation Consider the following Flash Techniques-
  1. Motion tween, shape tween, frame by frame, scale, colour tweens. etc..
  2. Movie clip/symbols
  3. Working with scenes motion guide, 
  4. Layers & grouping layers, 
  5. Bone tool if you are trying walking or running.
  6. Importing an image & manipulating the image (Trace Bitmap),
  7. Sound.
  8. Credits- to create opening and closing credits to suite animation.
  9. Consider pace, dynamics, variety of frame, 
  10. Also consider compositional techniques: Rule of 3rds, Contrast, Repetition, Framing, Leading Lines...

Thursday, September 20, 2018

Animate/Flash Tutorial: Bouncing Effect

Create a Symbol
  • First draw an object for Motion Tween.
    Like in the above demonstration I used heart.
  • Select the object you have drawn and press F8 to convert this object to a Symbol.
  • In the Symbol window which appears now. Name this object Ball_mc, choose Movie clip behavior and bottom center square for registration. Press OK.
Create a Motion Tween
  • Double click on the Layer and type "Ball".
  • Select Frame 30 and press F6 to insert a keyframe.
  • Select Frame 15 and press F6 to add another keyframe.
  • With the playhead still on Frame 15, hold the Shift key to move the heart_mc in a straight line, and drag the Ball_mc up.
  • Select any frame between Frames 2 and 14 and select Motion from the tween pop-up menu in the Property inspector.
  • Select any frame between Frames 16 and 29 and select Motion from the tween pop-up menu in the Property inspector.
  • Press Ctrl+S to save your changes.
Create a Shape Tween
  • Insert a new Layer and call it "Shadow".
  • Select the first frame in the Shadow Layer, draw borderless shadow relevant to your Symbol.
  • If your Color Mixture Window is not open, press Shift+F9 to open it.
  • Select Eyedropper tool from your Tool box. Click it on your shadow. Now go to Color Mixture Window and type 25% for Alpha value.

  • Select Frame 30 and press F6 to insert a keyframe, then select Frame 15 and press F6 to insert a keyframe.
  • With the playhead on Frame 15, select the Free Transform tool. Slightly reduce the size of the Shadow.
  • With Frame 15 still selected, select the Eyedropper tool in the toolbar, and then click on your shadow object. Now go to Color Mixture Window and change Alpha value to 10%.
  • Select any frame between Frames 2 and 14 on the Shadow layer. In the Property inspector, select Shape from the Tween pop-up menu.
  • Select any frame between Frames 16 and 29 on the Shadow layer. In the Property inspector, select Shape from the Tween pop-up menu.
Now its time for Final touch up
  • Select Frame 1 of the Ball layer. Press F6 to add a keyframe. A new keyframe is added, and the playhead moves to Frame 2.
  • Go back to frame 1, select the Free Transform tool from your toolbox.
  • Select the transformation center point (the small circle near the center of the movie clip) and drag it to the bottom of the heart. On the Stage, drag the upper middle transform handle down to slightly compress the heart shape.
  • Right-click Frame 1 of the heart layer and select Copy Frames from the context menu. Go to 29th frame and press F8 to insert a new keyframe. Right-click 29th frame and choose Paste Frame from the context menu.
  • Click on the Stage, away from any objects. Type "28" in the Frame Rate text box of your Property inspector window.
  • On the Ball layer, select any frame between Frames 2 and 14. Then in the Property inspector, in the Ease text box, type 100. Similarly select any frame between Frames 16 and 29 in the same layer, then go back to Property inspector window and type -100 in the Ease text box. Do the same thing to the Shadow layer.
Press Ctrl+Enter to view your animation.

Thursday, September 13, 2018

WALL-E Observations


Creating the Look of WALL-E

Choose one of the following questions and respond.
  1. Choose a main character in the animation "WALL-E". 
  2. Describe the character visually.
  3. What do we learn about the character from their visual appearance? Describe the personality of the character and how it relates to their visual construction.
  4. What is the significance of this character- what roll do they play in the over all story- give an example from the animation.
  1. Choose a supporting character in the "WALL-E". 
  2. Describe the character visually.
  3. What do we learn about the character from their visual appearance? Describe the personality of the character and how it relates to their visual construction.
  4. What is the significance of this character- what roll do they support the main character and the over all story- give an example from the animation.
Overall Story-
  1. What stands out to you as the central theme in the movie? How is it supported by visuals, give an example.
  2. Do you agree with this vision of the future that WALL-E represents? Explain why.
  3. This film makes several statements about modern society. How do you feel about the way consumerism is represented?
  4. WALL-E is a call to action. What are some ways that you/we could prevent this from happening in real life? 
Save your responses into the share folder with your name.

Monday, September 10, 2018

Opening Sequence of Wall-e

We are going to  preview the opening sequence of Wall-e and make some observations following. Please write down your findings in Word and save it to the "Studentshare" folder with your name.
  1. What kind of character is Wall-e? Describe him visually, how does his appearance reflect his character?
  2. Describe the landscape.
  3. How do they give the sense of a long duration of time?
  4. There is no dialogue for the opening sequence, yet there is a lot communicated. Find one example where you learn something about Wall-e without any descriptive words.
  5. There are many clues in the opening sequence to hint/forshadow future events and past events. Name 3 and explain what the clue is and what it foreshadows.
Opening Sequence of Wall-E
Wall-e Behind the scenes
Interview with Wall-e director

Animate/Flash Tutorial: Shape Tween

  • Open a new flash file (Ctrl+N).
    New Document window will appear
    Select General panel and choose Type: Flash Document . Press OK.
  • If your timeline window is not open, press (Ctrl+Alt+T).
  • Now you can see a single Layer called "Layer1" in your timeline Window.

  • Select the first frame. Now go to your working area and draw any object. To start off with, may be you can draw a circle.This is going to be your initial object.
    In the above demonstration, my initial object is a short line.
  • Select frame 20 and press F6 to insert a new keyframe.
  • Still keeping playhead on frame 20, delete the object present in your working area. Now draw a different object, may be a square.
    In the pencil demonstration, we have drawn a long line.
  • Select any frame between, 2 to 19 and select Shape from the tween pop-up menu in the Property inspector. Now your Layer will look something like the one shown below.

  • Now press (Ctrl+Enter) to view your motion tween.

Sunday, September 9, 2018

Adobe Animate Tutorials

Start learning how to use Adobe Animate. Then develop a simple character and animate it within the frame. 

Animate Drawing Tutorial
2D Animation Tutorials

Friday, September 7, 2018

Ball Sequence: Stretch and Squash

Try this for fun animation practice...
Animate a bouncing ball that stretches and squishes, but don't let it loose or add mass.
 
http://toonator.com/
Toonator Gallery
Ball bounce
TED: Animation Basics

Squash and stretch is the principal that gives the illusion of weight and flexibility to objects, this is best shown in animation of bouncing balls. The most important aspect of squash and stretch is to ensure the object has a sense of realism even with the most extreme and comical squash and stretch applied to it, this is done by ensuring that the volume of the object does not change at any point.

Squash and stretch can be used to differentiate between two objects, the degree of squash and stretch changes the consistency and sometimes character of the object in question. Squash and stretch adds realism to objects because they follow the laws of physics that our eyes recognize as correct. An accelerating ball for instance will stretch due to the gravity acting on it, while once the ball hits the floor all that gravitational potential energy is transferred and causes the ball to compress, or squash, under this pressure. Similarly on the way back up on the bounce we would see stretch again as the object pulls away from the surface.

Leanne Reed Ball Sequence

The amount of squash and stretch is relative to the material in question, a bowling ball and a tennis ball would have very different reactions to these forces and would be shown in the squash and stretch. The bowling ball would have very little compression when hitting the floor, just as it would have very little stretch on the way down, the tennis ball would react very differently, we would expect to see much more exaggerated squash and stretch, as well as more bounces before coming to a stop.

It is this difference in materials and the effects using  bouncing balls that I have tried to show in my own bouncing ball animation. I have shown the difference between the two balls by having the lighter of the two balls show a lot more stretch, however due to the laws of gravity both balls fall at the same rate, yet once hitting the ground the lighter ball will bounce a lot higher, with more squash and stretch implying more elasticity than the heavier ball, clearly showing to the viewer that the two balls are very difference.

This is the first lesson taught to any animation student. It may seem boring, but by following it you will grasp most of the principals used in animation. Study the bouncing ball scene above: Look at it again with all the frames superimposed.



Now some of the techniques used become easier to see.

1. Arcs. The ball falls in an elliptical arc through space. Most things move in an arc of some kind. If the ball were to move in a straight line between the high and low points of the bounce, then the action would look very unnatural.

2. Timing. (or Spacing). As the ball falls it is accelerated by gravity, the gap between each frame growing all the time until the ball contacts the ground. As the ball bounces from the ground the opposite happens: as the ball hops up it moves very fast at first, then slows down by gravity into the high piont of its bounce. Note that at the high point of the bounce the ball is weightless…perfectly balanced between the force of gravity pulling it down, and its own momentum moving it forward.

3. Squash and Stretch. As the ball falls it stretches. When it impacts the ground it squashes. When it bounces off the ground it stretches again. Note how quickly the ball regains its circular shape. Too much squash and stretch can make an object look “mushy”.

4. Volume. The ball should remain the same mass as it squashes and stretches. If the ball were to squash too much it would seem to be growing physically bigger. This is very eye catching, and looks weird.

How to animate the ball. The process of animating the ball is straightforward. On a single sheet of paper, draw the arc path that the ball will follow.

figure 2: bouncing ball arcs

On this drawing, tick off the position of each ball on the arc path with an X. Be sure to number them. In feature and tv animation, frames are usually numbered 1,3,5,7,9 and so on. To simplify things here, let’s number them 1,2,3,4, etc. For an explanation of why odd numbers are used in animation, see the appendix at the bottom of the page. It’s really boring, and should be a really nice cure for insomnia.

figure 3: arcs with frame numbers

If you have a backlight, then switch it on. Put a clean sheet over the arc path drawing. Now you are ready to begin drawing the “Key” drawings of the animation: the points where the ball is at its most extreme. In this example, its highest and lowest points in the bounce.As you can see, frame 1 is the first and highest point in the sequence. It is therefore an extreme drawing. Frame 7 is the squash drawing where the ball hits the ground. It is also an extreme, as are drawings 12,17,21,25,28 and 31.

figure 4: arcs and extreme ball positions

On separate sheets of paper, you should draw the different key frames as named above. If done correctly you should have a series of drawing numbered 1,7,12,17,21,25,28 and 31.Be sure that you write the frame numbers on the top right and bottom right of each drawing. If your drawing is a key frame (as these are) then put a circle around the number.

figure 5: drawing 1

Place them on the peg bar with the lower numbers on the bottom and the higher numbers on the top. Now you are ready to “roll” the drawings.

How to Roll the drawings:A lot of people working in animation seem to forget how tricky this is. It is a fairly easy skill, it just takes a little practice. Do it slowly at first, as you progress you’ll begin to do it instinctively. There are people working in the industry who aren’t smart enough to chew gum and fart at the same time, and they can do it. So don’t worry. It takes a little time, but you’ll get the hang of it.

rolling paper

Back to the ball: Now you must add the inbetween frames. These are the drawings that go between the keys in order to make the action look smooth. It’s common for these to be called “tweens”, thanks to digital animation programs – but traditional animators call them “inbetweens” (the correct term).
All frames are equal, but some frames are more equal than others. You must determine which is the most important frame to draw next. Which has the most important action?

figure 6: main stretch drawing

In this case, the most important is frame 6. It is the most stretched frame in the falling sequence. Therefore I would consider this almost as much a key frame as 1 and 7. If you have a backlight, switch it on. Put the arc path drawing on the pegs first. Then put down 1. Put down 7. Then put down a blank sheet. You should see something like this:

figure 7: first two keyframes

Now you are going to draw frame 6. Begin to sketch in the stretched ball. When stretching the ball, keep the volume consistent. The overall mass of the ball must be the same. Position it around the x drawn on the arc path. When you have finished, you will have to flip the paper to see if it moves right:

How to flip the drawings:
Flipping is similar to rolling, but whereas with rolling you move through the pages sequentially, here you move from the bottom drawing, to the top one, then to the middle one. “WHY?” you ask….because this way you can see the inbetween in motion and make subtle corrections as you work. Incredible as it seems, this method is far more accurate than a lighttable.

flipping paper

Watch the paper closely. Notice that both index and middle fingers are wedged between the top two layers. You begin flipping by holding up both top sheets of paper towards you. You are now looking at the lowest frame, frame 1. Then you drop the two sheets down to the board, revealing the topmost drawing, i.e. the inbetween frame. Then you lift up the top drawing to reveal the one in the middle, i.e the final keyframe. It takes time to get the hang of this. It will be well worth the effort if you do.
Now you will need to add the remaining inbetween drawings between 1 and 5. The easiestway to do this is with a timing chart. Lets look at what we’ve got so far:

figure 8: the spacing of the first 7 drawings

You could “eyeball” all the remaining frames, but the surest way to do them is by writing a timing chart. It will look something like this:

figure 9: the timing chart

The timing chart will go on frame 1, beneath the frame number on the top right of the drawing. This chart tells you that the next most important drawing is 5. That’s why it’s underlined. Note how the spacing on the timing chart relates to the spacing on the arc path above. The chart can determine the position of all the inbetween frames, and also their weight, mass, speed, etc.
Now you have keyframe 1 with a timing chart, and keyframe 6. Simply follow the chart, place the arc path on your drawing board, then 1, Then 6, and proceed to follow the timing chart. Draw 5.

figure 10: keep the ball shapes solid

Note: see how quickly the ball regained its shape…if you were to inbetween the shape as well as the position of the ball then the ball would feel very mushy…by drawing 5 as circular, the scene will be much snappier. Repeat inbetweening until the first arc of the bounce is complete. Repeat the process for all frames of the scene.

I have included all the original frames for this scene as digital files. They should print out onto regular A4 printer paper. You can print them out and peg them up onto strips of punched paper, allowing you to roll through the scene. You line them up with the crosshairs on the corners of the page. Simply paste up frame 1 as you like it, then put it on your drawing board. Then put down a strip of punched paper, and position frame 2 with its crosshairs lined up with frame 1.
IMPORTANT: all frames should be positioned against frame 1, otherwise the scene will “drift”.

drawing board

You can find the files here: Bouncing ball image files . You’ll need winrar to decompress them (most zip programs should work on them).
Appendix: Numbering drawings.

Most animation is still produced for film and tv. Film is projected at 24 frames per second (fps). Early cartoons were all drawn with 24 drawings for every second of film, i.e. onedrawing for every frame of film. Some clever chap finally realised that the animation looked just as good if only 12 drawings were drawn per second of film. Each drawing would be shot twice, to keep the overall timing the same. Nobody noticed the difference, and a lot of carpal tunnel doctors went out of business.
This discovery can be attributed entirely to prohibition. Animators of the twenties were notorious alcoholics. Not these days, glad to say. Today’s breed are wholesome family men, loyal to their wives, good fathers, upstanding members of society, clean living wackos.

The practice of animating 12 fps is called animating “on twos”, and the practice of animating 24 fps is called animating “on ones”. It was still occasionally necessary to animate scenes on ones if a fast action was required, or if the camera panned over the background, i.e. move from left to right to follow a character across the screen. Such shots would look jerky if shot on twos.

When working on twos the animators usually number their frames with odd numbers. 1,3,5 and so on. Frame one is shot twice, frame two is shot twice, ad nauseum. If a point in the scene demands a fast action such as a punch or a shake, then the scene can be switched to ones at thatpoint. The numbering can then include the even numbers that will make the action smoother.

If all this sounds like gibberish, don’t worry. It’s not relevant to anything in the next few lessons.
One last comment about timing: Today a lot of animation is made on computers, and can be projected at any frame rate desired. 10 fps looks fine. Most Japanese animation has been animated at 8 fps for years…a method known as animating “on threes”, as each drawing is shot 3 times, producing 8 frames per second.

That’s it for the ball…

First-
Do some direct sketch observations of a ball. Use a light and play with shading and shadows figure/ground relationships.

Second-
Throw the ball in the air and observe the weight of the ball, how gravity effects it. Then draw a bounce sequence on one page [see above illustration].

Third-
Animate a bounce sequence see below...
View Angry Animator Tutorial
Or below I grabbed from the angry animator.

This exercise will teach you the most important principles of animation, namely:
Arcs.
Timing/Spacing.
Squash and Stretch.
Volume.